After the game the Priestess may heal one
(1) Serious Injury of any one (1) Hero.
Optionally, one Hero may reroll a 'Dead'
result, ignoring Robbed, Captured, Horrible
Scars, and Sold to the Pits; Diff: Auto

2. Heal

The priestess restores a single unit (including
self) to full Wounds. Furthermore a Knocked
Down target stands up, and a Stunned target
becomes Knocked Down. Diff 5, Auto-hit,
range: 2".

Special: If the priestess
deliberately uses Heal on an opponent she
gains an additional experience point after
the battle.

3. Mass Heal

Restores one (1) Wound to all units within
2" of the priestess (friend and foe
alike) including the priestess. Furthermore
Knocked Down models in the area stand up,
and Stunned models in the area becomes Knocked
Down. However, True Undead, Daemons, and
Daemonsouled warriors do not benefit from
this affect and instead must roll under
their Toughness on a d6 or suffer a Wound
with no Armor save possible. Diff 7 range:
2" radius centered on priestess.

4. Antidote

The priestess uses healing energies to nullify
all effects of any poison or drug on any
one warrior friendly or enemy, and restores
one (1) Wound to them. Diff: 6, Range: 12",
Auto-hit

NOTE: This Spell can also be used on models
not affected by a poison or drug in order
to heal one Wound (if the priestess does
not have the Heal spell, for instance).

5. Helping Hands

The priestess channels healing energy into
a hapless beneficiary. One target Knocked
Down or Stunned model is instantly recovered
and stood back up. They may fight as normal
in the ensuing HtH combat phase. Range:
12" Difficulty: 7

6. Protection of Shallaya

The priestess asks her goddess to lend divine
protection. One target model (priestess
may cast on self) gains a 4+ Unmodified
save against any attack that causes Wounds,
in addition to any other save they may have.
Each Recovery Phase roll 1d6 for each warrior
benefiting from this Spell; on a 3+ the
Spell remains in effect for that warrior
for (at least) one more Turn. Range: 6"
Difficulty: 8